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--TABLE OF CONTENTS-1. Introduction 2. Version History 3. Contact 4. Story 5. Weapons 6. Characters 7. Walkthrough --Training-T.1.

1 --Training 1-Learn basic Agency movement and controls T.1.2 --Training 2-Learn basic Agency combat techniques and controls T.1.3 --Training 3-Learn basic Agency MB 150 rifle and darts T.1.4 --Training 4-Learn advanced Agency combat techniques and controls T.1.5 --Training 5-Learn Basic Agency underwater movement and combat controls --Episode 1-7.1.1 --Episode 1, Part 1 'Pirates of Somalia'-7.1.2 --Episode 1, Part 2 'Going Under'-7.1.3 --Episode 1, Part 3 'Ocean's Five'-7.1.4 --Episode 1, Part 4 'Sea of Darkness'---Episode 2-7.2.1 --Episode 2, Part 1 'What Lies Below'-7.2.2 --Episode 2, Part 2 'Depths of Darkness'-7.2.3 --Episode 2, Part 3 'Dead Currents'-7.2.4 --Episode 2, Part 4 'Drowning'---Episode 3-7.3.1 --Episode 3, Part 1 'Missing Friends'-7.3.2 --Episode 3, Part 2 'Found Enemies'-7.3.3 --Episode 3, Part 3 'Nowhere to Run'---Episode 4-7.4.1 --Episode 4, Part 1 'Trinidad'-7.4.2 --Episode 4, Part 2 'Into the Cold'-7.4.3 --Episode 4, Part 3 'Deadly Cargo'---Episode 5-7.5.1 --Episode 5, Part 1 'Operation Canyon Storm'-7.5.2 --Episode 5, Part 2 'Our Hidden Past'-7.5.3 --Episode 5, Part 3 'Desert Flames'---Episode 6-7.6.1 --Episode 6, Part 1 'The Long Descent'-7.6.2 --Episode 6, Part 2 'Powerless'-7.6.3 --Episode 6, Part 3 'Disintegration'-7.6.4 --Episode 6, Part 4 'Leading the Blind'-7.6.5 --Episode 6, Part 5 'With Violent Intent'-8. Congratulations 9. Mission Mode 9.1.1 --Bonus Mission Level 1 'Killing Time'-9.1.2 --Bonus Mission Level 2 'Lian's First Time'-9.1.3 --Bonus Mission Level 3 'Shadowed'-9.1.4 --Bonus Mission Level 4 'Behind the Scenes'-9.1.5 --Bonus Mission Level 5 'Left Behind'-10. Thank You 1.--INTRODUCTION-This is my third FAQ I have written. You may know me for my Syphon Filter: Dark Mirror and Mortal Kombat: Unchained FAQs. If you like my Dark Mirror guide I'm sure you'll love this guide because it will be laid out exactly the same as the other so you don't need to get used to a new layout. I like my layout I have here and it seems everyone else does as well. Enjoy Dark Mirror and my guide. This FAQ is for private and personal use. It can only be reproduced electronically. This FAQ is NOT to be used for PROFITABLE or PROMOTIONAL purposes. This includes being incorporated,

reprinted, or otherwise used by magazines, books, guides, etc., in ANY way. This FAQ was created and being maintained currently by Richie Baker. All copyrights and trademarks are acknowledged that are not specifically mentioned in this FAQ. Just please don't use this FAQ or walkthrough to sell or make money please and your cooperation would be appreciated. Syphon Filter: Logan's Shadow is Sony Computer Entertainment (SCE) and Sony Bend. 2.--VERSION HISTORY-V1.0 (10/5/07) - The walkthrough was written in just one day and it contains all the level walkthroughs and most of the hidden evidence files. I went through the game once first and got most of them so I will restart a second time and put down the ones I missed. I will cover the bonus missions later on, and I still need to do the weapons dossier. V2.0 - I added the rest of the weapons in the weapons section. Among the weapons from Dark Mirror there are new weapons: --ASSAULT RIFLES-SKS --HEAVY MACHINE-M249 SAW --PISTOLS-Makarov --GRENADES-Flashbang Grenade I also went through the game a second time and added missed hidden evidence files from myself that I found and readers that submitted them. Listed below are the levels that I updated. 7.3.1 --Episode 3, Part 1 'Missing Friends'--Thanks goes to Taurean Hurst for these Also added are two bonus missions 9.1.2 --Bonus Mission Level 2 'Lian's First Time'-9.1.4 --Bonus Mission Level 4 'Behind the Scenes'-3.--CONTACT-Please contact me at ivorysoul@gmail.com with the subject Syphon Filter if you see any things I missed in the walkthrough (such as Hidden Evidence files, or anything like that), misspelled words, or any checkpoints I did not list. To make this easy on me just copy the whole level with the missing part; i.e. Episode 4, Part 3, you would just put in what you want to put in, and send me the level and I will fix it from there. Make sure you tell me what you put in and what you did. This would be a lot easier on me so I would appreciate it if you could submit fixes. 4.--STORY-Gabe finds himself betrayed again when Lian is supposedly on vacation when Gabe finds out she might be defected. Robert Cordell sends Gabe on a mission to recover a secret government cargo only known as hold five. When Gabe tries to find it he encounters an old nemesis known as Ghassan al Bitar. While Gabe finds out more dark secrets about his past he becomes confused on who to trust. Is Lian really still who she says she is? What is hold five? Who is Bitar working for, and why really is Cordell's deal? 5. --WEAPONS---ASSUALT RIFLES---AK-47-The Kalashnikov assault rifle, also known as the AK-47, is one of the world's most prolific small arms. It has been used in hundreds of countries and conflicts since its introduction in 1947. This is a truly legendary weapon, known for its extreme ruggedness, simplicity of operation and maintenance, and unsurpassed reliability even in the worst conditions possible. FIRE RATE: V

DAMAGE: II CLIP SIZE: 30 --AU300 H-BAR-This is a modification of the standard AU300 rifle that has a heavier barrel for the light machine gun role. It has a flash suppressor that reduces recoil and rise during sustained firing. The AU300 H-BAR fires from a closed bolt position making single shots extremely accurate. FIRE RATE: V DAMAGE: V CLIP SIZE: 30 --C11-This weapon is a product of decades of research and is one of the most advanced weapons ever made. The main demand behind its development was the need for a rifle with high hit rate. The C11 uses specially designed caseless ammo that consists of a ball round imbedded into a solid propellant. Because of this the C11 can fire a 3-round burst before the rifle has a chance to recoil. This ensures that the entire burst will hit their mark exactly where the user intended. The IPCA version of the C11 has an integral scope and has a 50-round magazine capacity. FIRE RATE: V DAMAGE: V CLIP SIZE: 50 --FAMAS-Development of the FAMAS began in 1967. After several years of research and development, the first FAMAS prototype was completed in 1971. French military finally accepted the rifle as the standard French combat weapon. More recently, the FAMAS saw service in 1991 in Kuwait during Operation Desert Storm and in other various peacekeeping missions afterwards. FIRE RATE: V DAMAGE: III CLIP SIZE: 25 --M16A2-This is an improved M16A1 with a heavier barrel, built in flash suppressor ,and is set to fire single shot and in 3-round bursts. The A2 is the current service model of the US military and it gave soldiers fighting in the second Gulf War the advantage over the AK-47 because they could dig in outside the effective range of the enemy and pick them off with little fear of being hit by the inaccurate Iraqi weapons. FIRE RATE: V DAMAGE: III CLIP SIZE: 30 --M4 CARBINE-The M4 Carbine is a shorter and lighter version the M16A2 assault rifle, achieving 80% parts commonality with the M16A2. As with many carbines, it is handy and more convenient to carry than a full-length rifle. While this makes it a candidate for non-infantry troops, it has also been used by United States Special Operations Command (SOCOM) and others seeking a compact weapon for close quarters combat. It is the preferred weapon of U.S Special Forces. FIRE RATE: V DAMAGE: I CLIP SIZE: 30 --M4 SILENCED-The M4 Carbine is a shorter and lighter version the M16A2 assault rifle, achieving 80% parts commonality with the M16A2. As with many carbines, it is handy and more convenient to carry than a full-length rifle. While this makes it a candidate for non-infantry troops, it has also been used by United States Special Operations Command (SOCOM) and others seeking a compact weapon for close quarters combat. It is the preferred weapon of U.S Special Forces. This version has been fitted with a silencer

FIRE RATE: V DAMAGE: IV CLIP SIZE: 30 --MDS-7-The MDS-7 essentially operates like a scaled-down assault rifle. It fires a specially designed round with a muzzle velocity nearly as high as the 5.56 x 45mm NATO round used by many modern rifles. There is a drawback, however-the round is comparably smaller than 9mm sized bullet, meaning less stopping power. FIRE RATE: V DAMAGE: III CLIP SIZE: 20 --MDS A3-The MDS A3's accuracy, reliability, and wide range of accessories and variants have made it the submachine gun of choice for military and law enforcement agencies worldwide. FIRE RATE: V DAMAGE: I CLIP SIZE: 30 --MDS A4 SILENCED-The MDS series' accuracy, reliability, and wide range of accessories and variants have made it the submachine gun of choice for military and law enforcement agencies worldwide. The A4 variant has been fitted with a silence. FIRE RATE: V DAMAGE: I CLIP SIZE: 30 --RPK-The RPK (Ruchnoi Pulemet Kalashnikova-Kalashnikov light machinegun) was developed as a light support weapon, and had been standard issue in the Soviet Army. It is essentially an AK-48 assualt rifle with sturdier receiver, heavier and longer, non-detachable barrel, and re-contoured wooden butt stock. FIRE RATE: V DAMAGE: V CLIP SIZE: 40 --SKS-Prior to introduction of the Kalashnikov, the SKS was the predominant weapon in the Soviet military. Surplus inventories were discarded or sold, and have made their way into the armies and rebel groups of poor countries throughout central Asia. FIRE RATE: IV DAMAGE: III ClIP SIZE: 30 --SSP 90-A unique appearing weapon, the SSP 90 has a 50 round clear magazine loaded into the top of the weapon. Its ballistic performance is vastly superior to the 9mm round. This weapon fires from a closed bolt which allows for perfect accuracy while firing semi auto. Its ergonomic design makes it easy and comfortable to fire and helps add to its deadly accuracy. FIRE RATE: V DAMAGE: IV CLIP SIZE: 50 --UNP .45-The UNP is an extremely reliable and lightweight weapon that has precision accuracy and low recoil making it relatively easy to handle, even for lesser-experienced users. Like the MDS family, the UNP also fires from a closed bolt position. The large caliber and small size of this weapon makes it a very deadly and effective weapon that can be used in many different hostile situations.

FIRE RATE: V DAMAGE: III CLIP SIZE: 30 --HEAVY MACHINE---M249 SAW-This machinegun was adopted by the US military in the early 1990's and comes equipped with a 200 round box. The most significant difference between this and the M60 is the ammo size. It may pack a less of a punch, but has greater accuracy and distance over the M60. --SUB-MACHINE---MAK-10 .45 ACP-The MAK-10 was originally developed in 1964. Its simple, low-cost design with few moving parts gives the MAK-10 reputation for being extremely reliable and easily manufactured. However, the combination of its small size and high rate of fire make it rather undesireable as a military weapon. This variant is chambered for .45 ACP rounds. FIRE RATE: V DAMAGE: IV CLIP SIZE: 30 --MAK-10 9MM-The MAK-10 was originally developed in 1964. Its simple, low-cost design with few moving parts gives the MAK-10 a reputation for being extremely reliable and easily manufactured. However, the combination of its small size and high rate of fire make it rather undesirable as a military weapon. This variant is chambered for 9mm rounds. FIRE RATE: V DAMAGE: II CLIP SIZE: 30 --SPECTRE-The Spectre SMG was developed in the mid-1980s. The Spectre was designed primarily for close combat, anti-terror or police operations that require compact size and instant firepower at short range. FIRE RATE: V DAMAGE: I CLIP SIZE: 30 --TEK-9-The TEK-9 is a very dangerous weapon that has a nasty reputation on the streets. Gangs and drug dealers favor it because of its relatively low cost, large magazine capacity and accuracy. The entire front end of the weapon is a compensator making the weapon easy to control while firing one handed. FIRE RATE: V DAMAGE: III CLIP SIZE: 32 --TEK-9 SILENCED-The TEK-9 is a very dangerous weapon that has a nasty reputation on the streets. Gangs and drug dealers favor it because of its relatively low cost, large magazine capacity and accuracy. The entire front end of the weapon is a compensator making the weapon easy to control while firing one handed. This version has been fitted with a silencer. FIRE RATE: V DAMAGE: I CLIP SIZE: 32 --UZI-The Uzi is a compact, boxy, lightweight submachine gun designed in the late 1940's and named after its inventor, Uziel Gal. The Uzi was used by the Israeli special forces until recently, when in December 2003, the Israeli military announced that it was completely phasing the Uzi out of use by its forces but would continue to manufacture the weapon for both domestic use and export.

FIRE RATE: V DAMAGE: III CLIP SIZE: 32 --SHOTGUNS---M1 SUPER 90-The M1 Super 90 is a high-quality shotgun, available in numerous versions for both civilian, law enforcement, and military use. Based on a system developed in the 1980s, which utilizes the gun recoil and inertia of the moving parts to operate the action, the M1 is simple and reliable in operations. FIRE RATE: I DAMAGE: V CLIP SIZE: 6 --SAWED-OFF PISTOL-The Sawed-Off Pistol has a pistol grip and shortened barrel entended to increase its spread pattern. While capable of dealing massive damage at short range, its wide spread pattern renders it near-useless at distance. FIRE RATE: II DAMAGE: V CLIP SIZE: 2 --SWEEPER 12-GAUGE-The Sweeper is a lethal riot control device designed to take out a crowd of hostile individuals very quickly. It has a 12-round cartridge that is easy and quick to replace. All the user has to do to take out a rioting crowd is hold the trigger and sweep across the crowd. After a few seconds most individuals will flee the scene or be incapacitated. Due to its lethality and changing times, this weapon is no longer considered for riot control and is likely to run up in the hands of organized criminals or terrorists. FIRE RATE: II DAMAGE: V CLIP SIZE: 12 --USAS-12-The USAS-12 shotgun, developed in South Korea in the 1980s, was intended as a special purpose, military or special operations close combat weapon with extreme firepower. FIRE RATE: IV DAMAGE: III CLIP SIZE: 10 --PISTOLS---CZ MACH-9-The rarest version of the standard CZ pistol, the Mach-9, is a selective-fire version of the basic CZ pistol, with a rate of fire of about 1,000 rounds per minute. FIRE RATE: V DAMAGE: I CLIP SIZE: 16 --DESERT SNIPER .357-The Desert Sniper .357 is a long range high powered sniping pistol with a 10 inch barrel extension and mounted scope. The .357 Magnum round makes this weapon difficult to handle for novice users, but with practice the user can hit long range targets with deadly accuracy. FIRE RATE: II DAMAGE: V CLIP SIZE: 8 --MAKAROV-The Makarov is a simple, sound and inexpensive design. While neither extremely accurate nor lethal at ranges beyond 50 feet, it is a formidable and reliable self-defense weapon. FIRE RATE: III

DAMAGE: I CLIP SIZE: 8 --MARK 23 SD-In August of 1991, a request was made the U.S. Special Operations Command (SOCOM) for an offensive handgun. Termed the OHWS, for Offensive Handgun Weapon System, it was a pistol designed within certain specified parameters tha would be sufficient for conducting "offensive" operations, as opposed to the more traditional for the handgun, which was typically used for defensive operations. The result was the Mark 23 SD. The heavy .45 bullet, precision accuracy, and threaded silencer makes this weapon an ideal choice for the silent soldier. FIRE RATE: II DAMAGE: II CLIP SIZE: 12 --JERICO-41-The Jerico-41 is more commonly known in the U.S.A as the Baby Eagle. It is a locked-breech, recoil-operated firearm, patterned after the famous CZ series of pistols. FIRE RATE: II DAMAGE: V CLIP SIZE: 10 CAPACITY: 20 --PAINTBALL GUN-While it may look like the real Mark 23 SD, this pistol actually fires paintballs and is used as a training weapon by new IPCA recruits. FIRE RATE: II DAMAGE: IV CLIP SIZE: 12 CAPACITY: 24 --SILENCED .44-The Silenced .44 is a long range high powered sniping pistol with a 10 inch barrel extension and mounted scope. The .44 Magnum round makes this weapon difficult to handle for novice users, but with practice the user can hit long range targets with deadly accuracy. This version has been fitted with silencer. FIRE RATE: II DAMAGE: V CLIP SIZE: 8 CAPACITY: 16 --SP-57-The 57 uses the same ammo as the SSP 90 and is destined to become a major service pistol throughout the world. The firing mechanisms are disgned to balance the recoil with the forward friction and torgue of the bullet. This creates a very unusual reloading cycle with very little recoil. The bullet cartridege is longer than most other pistol cartridges and the bullet is very thin, being only 5.7mm in diameter. FIRE RATE: III DAMAGE: V CLIP SIZE: 10 CAPACITY: 20 --SNIPER RIFLES---M82 BFG-Also known as the 'Light Fifty', this weapon is semi-automatic and is equipped with a muzzle brake that reduces recoil by 65%. The .50 caliber bullet is close to 3 inches long and is one the most powerful rounds available. FIRE RATE: I DAMAGE: V CLIP SIZE: 10

CAPACITY: 20 --MB-150-The MB-150 is the standard IPCA sniper rifle. It has the ability to fire specialized darts that can be triggered by the user at any time. FIRE RATE: I DAMAGE: II CLIP SIZE: 10 --VSS-DU-The VSS-DU is a prototype variant of the standard MSS or Vintovka Snaiperskaja Spetsialnaya (Special Sniper Rifle). This is the prototype that eventually led to the dvelopment of the MB-150. As with the MB-150, the VSS-DU can fire specialized darts that can be triggered by the user at any time. FIRE RATE: I DAMAGE: V CLIZ SIZE: 10 CAPACITY: 30 --ROCKET LAUNCHER---SMAW ANTI-TANK-The Shoulder-launched Multi-purpose Assault Weapon fires an HEDP fin-stabilized high explosive rocket. Agents are cautioned to be a safe distance away from the target to avoid becoming collateral damage. The SMAW Anti-Tank fires rounds specially designed to penetrate heavy tank armor. FIRE RATE: I DAMAGE: V CLIP SIZE: I CAPACITY: ----GRENADES---EMP GRENADE-Electro Magnetic Pulse grenades are timed grenades which create a powerful EMP blast that renders electronic devices temporarily useless. FIRE RATE: --DAMAGE: --CLIP SIZE: 1 --FlASHBANG GRENADE-Flashbang grenade - This grenade incapacitates and disorientates enemies by creating a bright disorienting flash and a loud bang. FIRE RATE: --DAMAGE: --CLIP SIZE: 1 --M67 GRENADE-The M67 Delayed Frag Grenade has a time fuse that detonates 3 seconds after it's thrown. FIRE RATE: --DAMAGE: V CLIP SIZE: 1 --MINES---C4-C4, or Composition 4, is a common variety of military plastic explosive. Plastic explosives combine explosive chemicals with a plastic binder material. The binder coats the explosive material so that it's less sensitive to shock and heat, and it makes the explosive material highly malleable so that you can mold it into different shapes for fitment as well as to change the direction of the explosion. --LASER MINE-Laser trip mines are incendiary mines that, when detonated, create a fire blast of up to 40 feet from the position of the mine. Laser mines can only be deployed onto a vertical surface. FIRE RATE: ---

DAMAGE: V CLIP SIZE: 1 --KNIVES---K-BAR-This is the standard issue combat knife of the US military. It has a 7-inch high carbon chromium stainless steel blade and a non-slip gripping handle. This knife can withstand extreme impacts and is capable of quickly slicing through bare flesh and heavy military fatigues. FIRE RATE: --DAMAGE: V CLIP SIZE: ----GADGETS---EDSU GOGGLES-Electronic Device Sensing Utility (EDSU) goggles allow the agent to detect and interact with hidden devices. --EDT-The EDT delivers a powerful 625K-volt charge capable of incapacitating the target. It is completely non-lethal (given that the victim is not subjected to prolonged expsure) and is small enough to fit into a holster. The DT has range of 25 feet. FIRE RATE: IV DAMAGE: III CLIP SIZE: ----IR GOGGLES-Infrared (IR) goggles allow the agent to detect heat signatures, potentially revealing hidden targets. --NV GOGGLES-Night Vision (NV) goggles amplify dim light and allow the agent to discern targets in the darkness. --PID-Personal Illumination Device (PID) is a visible light source which allows the agent to traverse and search dark areas. --RTL-Rapid Traversal Line (RTL) allows the agent to make a two-way traversal over short distances. 6.--CHARACTERS---ALIMA HADDAD-Pilot Sex: Female Height: Unknown Age: Unknown Weight: Unknown Birthplace: Kuwait Eye Color: Brown Nationality: Kuwaiti Hair Color: Brown Games Appeared In: This is the first one --DANE BISHOP-Proprietor, Dane Bishop Enterprises Sex: Male Height: Unknown Age: Unknown Weight: Unknown Birthplace: Unknown Eye Color: Brown Nationality: Australian Hair Color: Brown Games Appeared In: This is the first one --DR. SHEN REI-Director of Development, Zhonghua Industries Sex: Male Height: Unknown Age: Unknown Weight: Unknown Birthplace: Dacitan, China Eye Color: Black Nationality: Chinese Hair Color Black Games Appeared In: This is the first one

--GABRIEL LOGAN-Covert Operative Sex: Male Height: 6'3" Age: 39 Weight: 185 pounds Birthplace: Camden, NJ Eye Color: Brown Nationality: American Hair Color: Black Games Appeared In: Syphon Filter Syphon Filter 2 Syphon Filter 3 Syphon Filter: The Omega Strain Syphon Filter: Dark Mirorr --GHASSAN AL BITAR-Leader, al-Jamil Sex: Male Height: Unknown Age: Unknown Weight: Unknown Birthplace: Unknown Eye Color: Brown Nationality: Syrian Hair Color: Brown Games Appeared In: This is the first one --LAWRENCE MUJARI-Assistant Chief of Operations Sex: Male Height: 6'2" Age: 41 Weight: 210 Pounds Birthplace: Queenstown, South Africa Eye Color: Black Nationality: South African Hair Color: Black Games Appeared In: Syphon Filter 2 Syphon Filter 3 Syphon Filter: The Omega Strain Syphon Filter: Dark Mirror --LIAN XING-Intenlligence Communications Expert Sex: Female Height: 5'7" Age: 33 Weight: 120 pounds Birthplace: Kashi, China Eye Color: Brown Nationality: Chinese Hair Color: Black Games Appeared In: Syphon Filter Syphon Filter 2 Syphon Filter 3 Syphon Filter: The Omega Strain Syphon Filter: Dark Mirror --MAGGIE POWERS-Special Agent Sex: Female Height: 5'8" Age: 37 Weight: 125 pounds Birthplace: Plymouth, England Eye Color: Brown Nationality: English Hair Color: Black Games Appeared In: Syphon Filter 3 Syphon Filter: Omega Strain Syphon Filter: Dark Mirror --ROBERT CORDELL-Deputy Director, National Intelligence Oversite Commitee Sex: Male Height: Unknown Age: Unknown Weight: Unknown Birthplace: Unknown Eye Color: Brown Nationality: American Hair Color: N/A Games Appeared In:

This is the first one --SERGEI KUNDRENKO-Colonel, Spetsnaz Sex: Male Height: Unknown Age: Unknown Weight: Unknown Birthplace: Moscow, Russia Eye Color: Brown Nationality: Russian Hair Color: Brown Games Appeared In: This is the first one --TERESA LIPAN-Deputy Chief of Operations Sex: Female Height: 5'6" Age: 28 Weight: 118 pounds Birthplace: Phoenix, AZ Eye Color: Green Nationality: American Hair Color: Brown Games Appeared In: Syphon Filter 2 Syphon Filter 3 Syphon Filter: The Omega Strain Syphon Filter: Dark Mirror --TRINIDAD-Special Agent, Chinese Ministry of State Security Sex: Female Height: Unknown Age: Unknown Weight: Unknown Birthplace: Unknown Eye Color: Black Nationality: Chinese Hair Color: Black Games Appeared In: This is the first one 7.--WALKTHROUGH-T.1.1 --Training 1-Learn basic Agency movement and controls These training levels are pretty much the same as in Dark Mirror. If you beat the record in this level you unlock the FAMAS. First just run as fast as you can all the way through the level until you get the part where you have to crawl under the containers. Instead of doing that face the crawl space then turn right and through the little cranny. Turn left and climb on the brown containers in front of you. Once on top use the RTL then go around the catwalk and you should hit it by the 1:15-1:20 mark. My fastest time is 1:10. --END OF LEVEL-T.1.2 --Training 2-Learn basic Agency combat techniques and controls If you beat the record time you unlock the FAMAS All you have to do is do everything as fast as you can and don't wait for Teresa to tell you what to do. Just shoot the targets and kill everything as fast as possible. You should be done before 3 mintues. My fastest time is 2:05. --END OF LEVEL-T.1.3 --Training 3-Learn basic Agency MB 150 rifle and darts If you don't waste one shot you unlock the .UMP You can't waste ONE shot here. When you shoot the 3 targets don't use more than one bullet on each one. When the 1 guy comes out for EDT DON'T miss. When the 4 guys come out DON'T miss and this can be a bit tricky. I sit right as the end of the walkway (just before the cave) and I crouch and zoom in right where they're coming from and hit R right when the come into sight. For the 2 Gas Dart guys wait until they stop by where you start out, but down below, and quickly shoot the ground between both guys and then trigger it. For the 4 Explosive Dart guys wait until they stop right where the 2 Gas Dart guys did and shoot the ground right in the middle of them all then trigger it. --END OF LEVEL-T.1.4 --Training 4In this training level you learn all the new spiffy stuff in Logan's Shadow such as blind firing, a new grenade tossing system, and you can now evade

grenades, you also learn about time sensitive button sequences as well...oh and Gabe does a little jig as well. Everything is self explanitory it's not too hard to figure out. --END OF LEVEL-T.1.5 --Training 5-You will also learn new stuff in Logan's Shadow such as underwater swimming and combat. You learn to swim underwater, shoot underwater, and even grab enemies and pull them under. One part you'll have a hard time with is finding the hidden evidence. It's near the ramp base in the first pool. --END OF LEVEL-7.1.1 --Episode 1, Part 1 'Pirates of Somalia'-You will start out in a helicopter mounted on a machine gun. You will circle around the ship's deck and you have to destroy the four missile launchers. They are in the middle and they aren't easy to miss. After you destroy them RPG will come out. Take them out before they blow up the heli. Just keep killing everyone until you drop out of the helicopter. --CHECKPOINT-After this you will be buckled against a container. Just kill all the guys here and run around the corner. As soon as you get down the stairs buckle against the first container you see next to the wall and take out the two guys. After this go around the corner and up the stairs and buckle against the rubble and take out the guys. After this go inside the doorway and turn on your EDSU goggles and take the flashbangs. Go around the rubble outside and Gabe will call for Alima to lower her crane. Follow the on screen prompts and start shooting the baddies. --CHECKPOINT---HIDDEN EVIDENCE-Turn on your EDSU goggles inside the doorway and it's on the floor on your left. Buckle against the small containers and kill the baddies. After this shoot the RPG on top of the ladder and remove the rubble. --CHECKPOINT-After this head up the ladder and turn the valve on the door. Pick up the M4 Carbine in the box and climb up the next ladder. Kill all the bad guys and keep climbing up. Kill these guys and climb down. Crouch and sneak up to the guy near the ladder and knife him. Buckle against the railing and take out the guys. --HIDDEN EVIDENCE-Next climb down this ladder and turn the valve on the door. Use your EDSU goggles and the evidence is on the dead body. After this buckle against the railing and kill the guy down below. Move left towards the vent and pry it open. --END OF LEVEL-7.1.2 --Episode 1, Part 2 'Going Under'-This is where you'll get your first taste of stealth. Don't worry though you don't have to it's just better and easier if you do. Right at the start wait until the guy turns away and learn out and either pop him with your silenced pistol or shoot the yellow canister on the left. After this go down the hall and buckle against the railing. Either use your sniper rifle or pistol and shoot the guy in the head. Next head up the ladder and sneak behind the guy and knife him. After this head up the ladder and kill all the guys here. Go on the crane and activate the panel. --CHECKPOINT-Buckle against the railing in the crane and shoot all the guys. After this get off the crane and a few guys will come up behind you. --HIDDEN EVIDENCE-After you take them out go to where you shot the guys, when you were on the crane, and turn on your EDSU goggles. It's in the corner on the left. After this climb up the ladder and access the panel. --CHECKPOINT-After this use the RTL and drop down. Shoot the guys here and in the middle of

the fires you'll see a cart on tracks. Push the cart half way then kill the guy that drops down. Once you've moved the cart go out and kill the rest of the guys. --END OF LEVEL-7.1.3 --Episode 1, Part 3 'Ocean's Five'-Once the level starts swim up to the boat and climb the net. Buckle against the window, crouched, and sneak up behind the guy and knife him. After this creep around the corner into the cabin and kill the first guy. After this (time for a laugh), push the guy's face into the stove and hear Teresa say "Gabe, was that really neccessary?" Umm...yep! Anyways, go back outside and go around the left and climb up the ladder. Sneak up behind the guy and knife him. Take the C4 out of the crate and plant it in the cabin. After this BOOK IT off the boat and swim away like mad. --CHECKPOINT-Buckle behind the wall and just take out all the guys on the boat. After this swim to the boat and board it. Take out the guys around the left corner and inside the cabin. Plant the C4 and book it. --CHECKPOINT-After this swim in the hole and take out the two guys. Swim to the left and climb up the ramp. Go into the doorway and kill the guys and shoot the green button. Swim under the rubble blocking your way and climb up onto the catwalk. Go around the corner and turn the valve on the door --END OF LEVEL-7.1.4 --Episode 1, Part 4 'Sea of Darkness'-When the level starts peak around the corner and pop the guy in the head with your silenced pistol (I hope you kept it!). Next turn sharp right and kill the guy in front of the container. Move up a bit and kill the next guy. After this go to the gate on the far right wall and lift the gate d oor. After this kill the guy in front of you and when you round the corner. Activate the lift. --CHECKPOINT-After this kill all the bad guys and open the gate in front of the big metal pallet. Push the pallet all the way to the fence and kill the bad guys. Go to the side of the pallet and climb it and hop over the fence. --HIDDEN EVIDENCE-Open the gate in front of the pallet and push it against the next fence. Climb up the side and drop down and the evidence is in the bodybag. Go into the doorway and slide down the ladder. --CHECKPOINT-Go around the corner and kill the baddies but watch out! A pipe will explode and you will need to turn the valve on the wall to shut it off. Kill the rest of the guys and look up to your right and shoot the vent. Climb through the vent (Syphon Filter 2 anyone?!) and kill the guy in the room. --CHECKPOINT-Next go into the hall and get the grenades and lob them in the doorway. Go down the next hall and do the same. After this go into the elevator and activate it. --CHECKPOINT-Uh oh...trouble! Time to jump ship. Just pop your head up and give Fihad a good head shot and it's end of level. --END OF LEVEL-7.2.1 --Episode 2, Part 1 'What Lies Below'-You have to eliminate five divers before Bishop can move on. The first one is below you and off to the right. The next one is a little higher and to the left. The third one is a little to the left and further down but you'll have to swim closer. For the last two you will have to swim all the way to the right and look up toward the sunken ship. They will both be right there. --CHECKPOINT-After that go ahead and move the mine out of Bishop's way by finding the handle and tapping X. Do the same with the second mine and find the hull's weak spot. The weak spot is the scratched up spot on the left lower corner. After this cover Bishop by killing all the diver's that come after you.

--END OF LEVEL-7.2.2 --Episode 2, Part 2 'Depths of Darkness'-When the level starts swim up to the guy kneeling and pull him down. Next climb up and sneak up behind the guy walking and knife him. After this use the switch to take the generator covers off. Some guys will come out so kill them. After that you need to shoot right where the covers fell off. There are two facing you and two on the other side. --CHECKPOINT-After this you need to kill the guys coming across the zip lines and then use it yourself. Use the AZL and dive in the water. Swim all the way to the front (where the zip lines were) and you'll see a red valve. After you turn it climb back up where the zip lines are and a new doorway will open. Next you will need to climb a bunch of archways while a ton of guys pour out. Do the same in the second hallway. --CHECKPOINT-Next you need to use a missile warhead to open the door...yeah...well that's Gabe for you. Anyways, you need to make your way around to the top and push the panel to lower the missiles. After you do that dive down to the bottom and remove the cover. --CHECKPOINT-Next make your way back up to the door and get under cover quick because two Elite soldiers will come after you. Aim for their legs and arms since their heads and torso are protected. After you kill them plant the explosive and move away. --END OF LEVEL-7.2.3 --Episode 2, Part 3 'Dead Currents'-Once the level starts sneak up behind the guy and push him into the electrical box(!). After that climb over the archway and the pipes and knife the guy. Try to remove the rubble but you can't After that go back and climb up where the red light is flashing. Climb up the wall and on the catwalk and sneak behind the guy and knife him. --HIDDEN EVIDENCE-Right where you knife the guy. After this push the rubble onto the floor below and jump down. Take the USAS if you want and dive under. Turn the red valve to shut off the fans so you can go by. Climb up and and let Bishop Boost you up. --CHECKPOINT-Open the door and kill the guys ahead and tell Bishop to follow you. Kill the next set and try to open the door. You'll be trapped so go back through the hall and you'll see a vent on the left wall. Crawl through and sneak up behind the first guy and grapple him. Shoot the next guy and kill the guy you're holding. Next you need to turn around, and on the left you'll see a piece of wood blocking the door so shoot it. After that try the panel near the yellow door and you'll have to cover Bishop while he hacks it. --CHECKPOINT-Kill a few guys and then a bunch of dust will blind you. Turn on your IR goggles so you can see. --CHECKPOINT-Next you need to open the doors and go through. --CHECKPOINT-Next you need to find the broken catwalk and climb it. Activate all the switching and follow the on screen prompts. --CHECKPOINT-To kill Sergei just shoot him in the head a few times. DON'T MISS! You must be very precise. Either use you're sniper rifle or a weapon with little recoil. --HIDDEN EVIDENCE-This one is easy! Just kill Sergei and you'll get it automatically. --END OF LEVEL-7.2.4 --Episode 2, Part 4 'Drowning'-What you need to do is help Bishop find his sub. Just follow him around and

kill all the guys that come after you. --CHECKPOINT-Next you need to find the control valve. Just turn around and you should see a downed helicopter. Remove the valve and go back but help Bishop shoot the baddies. Install the valve now. --CHECKPOINT-Next you need to kill the enemy sub. First you'll see a ten second timer and a discharge float down. Wait until the sub is near the charge and shoot it. Quickly swim over and disable one of the three spots followed by on screen prompt. After this a few guys will come after you so shoot them. Rinse and repeat two more times --END OF LEVEL-7.3.1 --Episode 3, Part 1 'Missing Friends'-Just a bit of insite for fans. This same part was calling Old Friends in Dark Mirror, that must have been a little tidbit for fans. --HIDDEN EVIDENCE-Dive under the water right away and turn on your EDSU goggles. You'll see a sewer gate so go over to it and pull it open. Swim through and you'll see a dead body and the evidence will be there. Just swim on and shoot the guy standing up in the head. Head all the way down and climb up the steps. Kill the guy in the cranny and hide there. Shoot the guys who come after you and then use the RTL. Next climb in the hole and buckle against the railing. Kill the two men and then use the AZL. --HIDDEN EVIDENCE-Right when you walk through the hole in the wall turn on your PID and aim at the wall on your left. You'll see some writing on the wall and you'll obtain the evidence automatically. --CHECKPOINT-Next you need to raise the water level. When the guy run by just shoot the mines on the wall and it'll make things easier. Try the switch in the booth. Something's wrong so go in the water and run all the way down to the end and open the pipe. Run all the way back and climb the ladder. Raise the water and get ready for a lot of baddies. --CHECKPOINT-Just kill the 8 baddies or so and you're good. --CHECKPOINT-Run across the bridge and buckle against the wall. Use an explosive dart on the three men down the hall and watch out for the mines! Next you need to shoot the guys above the hole and climb up. Open the door and sneak up to the first sniper and knife him. Do the same with the next sniper. Make sure you get the SAW out of the crate. --CHECKPOINT---HIDDEN EVIDENCE-Kill all the guys here and disable the turret. After that hop down below and climb out the window and in the corner where the two boxes are is the evidence. Next you need to pop up and shoot the turret on the tank with the SAW. When you do these tell him to advance and start shooting the RPG guys and the others. --END OF LEVEL-7.3.2 --Episode 3, Part 2 'Found Enemies'-Right when the cut scene starts you'll need to stay sharp. Hit the on screen buttons quickly. First thing you need to do is just follow the agent and mow down all enemies with your SAW. Next help her boost up into the ceiling...and yeah she tricked you. --CHECKPOINT-Next you need to head out out the door on your right and kill all the baddies here. Turn on your EDSU goggles so you don't walk into the mines! Kick open the next door and you'll see a shell through the hole in wall. Shoot it and go in and take the Shot Defender. --HIDDEN EVIDENCE-Go all the way back to where the agent tricked you and continue back until you

can't go any further. Turn on your EDSU goggles and the evidence is there on the counter. Next you need to find the fallen ceiling rubble where you kicked down the first door and crawl underneath. Kill the two baddies and then climb up the dresser and in the hole up top. --CHECKPOINT-First you need to fight your way through and just follow the agent. Kill all the guys in this room and then help her push the safe off the counter. Jump up and get ready for more shooting. --CHECKPOINT-Next you just need to kill all the guys coming through the door and there will be two snipers in the window. --END OF LEVEL-7.3.3 --Episode 3, Part 3 'Nowhere to Run'-The first thing you need to do is swim up the the piece of wall and buckle against it. Take out the guys here and buckle against where they were. Learn around and shoot the mine on the wall to take out the first guy and do the same with the guy ahead. Make sure you take the AU300 and shoot the guys across the way. Use the RTL. --CHECKPOINT-First turn on your IR goggles and shoot the guy further away on the left. After that quickly shoot the guy in front of you and then the guy on the right. Open the door and untie Maggie. --CHECKPOINT-Next you need to take down the chopper. When the chopper shows up tell Maggie to fire. Make sure you hide and don't bother shooting at it because you can't do any damage. After about three or four shots it should go down. --END OF LEVEL-7.4.1 --Episode 4, Part 1 'Trinidad'-NOTE: There are two ways to play this level. One if you fail the interrogation and one if you don't. The first part will be for when you succeed. Right when the man starts interrogating you press the on screen buttons. After you do this pick up the shotgun and some ammo and pull the lever to fry the guy!!! First sneak out down the stairs and push the guy into the box. Next sneak into the cell hold and knife the guard and take his key. Go into the guard booth and get your gear. --CHECKPOINT-Right off the bat start pumping these guys full of buckshot and head through the door. Next go through the door and climb up the box and through the bars. Equip your explosive darts right away and fire at one of the guards on top. Next kill the two guys up top and the guy in the room. Climb up the box and go around and use the RTL. Shoot the lock and drop through and use the computer. --CHECKPOINT-Next you need to shoot the two guys here and crawl through the hole in the wall. Go through the vent (turn on your NV goggles!) and drop down. Turn on your IR goggles and open the freezer that Maggie is in. --CHECKPOINT-Next you need to kill all the guys in the shower room. There are a lot so stock up on ammo. Turn on your IR goggles and just kill everyone. The last two guys will be Elites so use EMP darts on them. After that boost Maggie up and kick in the pipe. --END OF LEVEL-7.4.3 --Episode 4, Part 2 'Into the Cold'-First off sneak up behind the guard and knife him. Go around the corner and knife the next guard. After this boost Maggie up to the ledge. --CHECKPOINT-You need to protect Maggie so fend off the 10 or so guys. --CHECKPOINT-Next you need to turn on your IR goggles and you can sneak behind some of the

guys and knife them. If you get scene just gun them all down but there are a lot. After this Head on up the hill and shoot down these guys here. It's best to use the EXP darts here. After that a transport truck will come through so use an EXP dart on it or just shoot it up. --CHECKPOINT-This will be the first time you play Maggie Powers in the Syphon Filter series and the first time you switch characters in this game. This is just like the first levels in Dark Mirror where you covered Lian. Just snipe all the baddies and tell Gabe to move. The last wave, however, has full body armor so shoot their legs. --CHECKPOINT-You will need to blow up the tank so just run from cover to cover zig-zagging and you'll be fine. Pop up and shoot the baddies and there and just run right up to the tank. On the right are the explosives so plant them and run. --END OF LEVEL-7.4.4 --Episode 4, Part 3 'Deadly Cargo'-The first thing you need to do sneak up behind the guy in front and knife him. After that sneak up behind the guy on the right and knife him. Next climb up the ladder and open the door. Knife both these guys in this room and head through both doors. Here you can either use an EXP dart or just knife the guy in front of you first then the guy on the computer. Don't worry he won't know you killed him (even though he's RIGHT next to him!). --HIDDEN EVIDENCE-Right there next to the computer (The evidence doesn't seem to be hidden anymore does it?) Head through the door. --CHECKPOINT-Go ahead and just bolt it to Maggie. Don't bother sneaking because it won't work anyways. Go through all three rooms before the time runs out and you'll be ok. --CHECKPOINT-Next head through the door and open the hatch on the floor. --CHECKPOINT-Go ahead and just kill these guys and the same around the corner. Crawl through the space and go through the maze of crates killing baddies. Once the door open it's time to eliminate Kudrenko. --CHECKPOINT-This is easy. Equip an EXP dart and shoot his leg. Blam. He's gone. --END OF LEVEL-7.5.1 --Episode 5, Part 1 'Operation Canyon Storm'-First off shoot all the guys that are near the tank and the one sniper up top. -CHECKPOINT-Next buckle against the tank and use your sniper rifle to kill these guys off and watch for the one RPG. --CHECKPOINT-Follow behind the tank and as soon as you have an enemy in your sights tell him to fire. Tell him to fire on the guy in the ground and you snipe the two guys in top. Next tell him to fire on the guy outside the barb wire. --CHECKPOINT-Next you need to equip your EDSU goggles and disarm the mine in front of you. After that tell the tank to fire on the turrets and shoot the guys that come after you. --CHECKPOINT-Next you need to take out all the RPGs and baddies on the right then two up top and in front of you. Disarm the mine and continue on. --HIDDEN EVIDENCE-Disarm that mine. (Geez! Why do they call it hidden?) --CHECKPOINT-Next you need to blow up the blockade so have the tank shoot the turrets and you take care of the rest.

--END OF LEVEL-7.5.2 --Episode 5, Part 2 'Our Hidden Past'-When the level starts switch to your sniper rifle and pop the guys above you. Use EXP darts on guys that are close to each other. After you take them out head around the tank and kill off all these guys. --CHECKPOINT-After this head out and buckle against the wall here. Use your sniper rifle and take out these guys. After that head out and climb the cliff near the flak jacket crate. Once atop use the RTL and shoot the two guys ahead of you. Climb up some more and buckle against the slab. Kill these guys and then use the RTL. After that use the AZLs and RTLS and get down to the downed soldier. Kill the guys and you're one step closer to Lian. --CHECKPOINT-Next you need to call in air strikes. Start from the right but after you call out the first one guys zip down to you watch out. After you call them all in it's time to move on. --CHECKPOINT-Next you need to cover Boomer while he makes you a cave...start off by keeping the guys off that turret gun and head down the pathway. --HIDDEN EVIDENCE-On the dead body near where Boomer is making the hole. (Ok I give up already...) Next you need to man the turret and just kill all the guys here. There will be goons Zipping down left and right and two Elites at the end so stay sharp. --END OF LEVEL-7.5.3 --Episode 5, Part 3 'Desert Flames'-First off equip your EXP darts and nail the two guys in front of you. After that shoot the barrel near the guy afar and then kill the guys up top. Push the cart all the way to the back wall but you will stop often and have to kill off some baddies. Your EXP darts work well here. --HIDDEN EVIDENCE-Shoot the orange hook on the handing crate and climb up into the cave. It's on a box in the back. (Well that was kind of hidden...). Climb up the cart and kill the guys in the hall while their doing their little al-Jamil rap. Kick open that damn door! --CHECKPOINT-Next you need to find Lian's cell. Run through here and shoot up all these guys and kick down the two doors here. She's not here. Next go in the last room and climb up the boxes. Go around and climb through the window and use the RTL. Some guys here so take them out. Use the last RTL and kick down the door here...yep there she is! --HIDDEN EVIDENCE-Head back into Lian's cell and it's on the chair (Well it started to work...). --CHECKPOINT-Use the RTL and lift up the vent for Lian (Wow I didn't know Gabe was that strong). Next kill off the baddies here. --CHECKPOINT---HIDDEN EVIDENCE-Go up to the map on the wall and it's right there (Nope this game is way too easy). Next you need to head out and push the cart over. --BOSS FIGHT-This one is pretty easy. Just tell Lian to shoot and you shoot his knees. When he's down shoot the pack on his back. Rinse and repeat until he's dead. --END OF LEVEL-7.6.1 --Episode 6, Part 1 'The Long Descent'-First off dive into the water and swim down. You'll see a red valve and you'll need to turn it to shut the currents off. Shoot the diver in the head with your pistol. After this climb up on the middle platform and dive down on the other side. Turn the next valve and then climb up on the steps to the right of it.

--CHECKPOINT-Next buckle against the pillar on the right side and take out the two guys. Remember these guys have full body armor so aim for the legs. Next take out the next two guys and turn on your EDSU goggles. Find the lock on the right most gate and shoot it. Next you need to plant three charges. Shoot the lock on each grate on the right. After every detonation a goon will come after you. After you do that head toward the middle tower and climb up the ladder. RTL across. --CHECKPOINT-Next you need to RTL across and kill the baddies here. After this shoot the lock on the gate and shoot the three goons here. After that try the panel but you need the key. Shoot the guy that comes through the door and take his keycard. Activate the panel and you will probably have to kill all the guys first then come back and reactivate the panel. Anyways, head up the ramp and hop the railing. --END OF LEVEL-7.6.2 --Episode 6, Part 2 'Powerless'-First off go in the water and dive down. Swim up and climb up the ledge on your left. Hop over and quickly smash the guy's head into the wall. Open the and kill the two guys down the hall. Climb up the ladder and kill the guy below. Use your sniper rifle and shoot the guys further away. --HIDDEN EVIDENCE-Climb up the ladder where you sniped the guys and it's on the platform. Next head through the door and use either a gas or EXP dart on the two guards. head through the door and kill the armored goon. Use the access panel and shoot the three canisters on the cylinder. --CHECKPOINT-Head back the way you came by going out the door and up the ladder. --HIDDEN EVIDENCE-Once you hear the guards talking you'll see a pool of water near some pipes on your right. It's in there. Wait for the guard to come out of the room and knife him. After that head shoot the guy leaning on the railing. Next go out the door on the right and turn your IR goggles on. The guard will push the door open so don't stand in front of it! When he turns away sneak up behind him and knife him. The guy near the wall can get his head bashed in. Next jump down in the water and swim through the tunnel. Turn your EDSU goggles on and shoot the mines. --HIDDEN EVIDENCE-There will be a guy dead at the bottom of this pool. It's on him. Also there is one when you climb out of this pool near the ammo crate. Next swim through the next tunnel like before and climb out. The canisters you need to shoot are above you so stand in each walkway and look up. Shoot them and it's time to override the elevator. --CHECKPOINT-Next go through the door and run back to the area with the access panel. Kill all the baddies (there's a lot) and hit the panel. --CHECKPOINT-Next two AS Armor guys will come out so wait near the button next to the panel and when they come in the water fry them. When they are down shoot their packs. Take the keycard and head toward the elevator. --END OF LEVEL-7.6.3 --Episode 6, Part 3 'Disintegration'-First off shoot the canister right in front of you to kill that guy. Next buckle against the wall and kill all three goons. After that buckle against the right wall and shoot the canister behind him. You will have to unlock the door so turn on your EDSU goggles and DON'T walk in front of the door or you'll blow up. go up to the desk first. --CHECKPOINT-Next go down the hall and keep your EDSU goggles on. There are laser mines here so use them to kill the guards. You will run into some fog that you can't see

through no matter what so just try your best to go through it. --CHECKPOINT-Next you need to crouch and go around to the left. Sneak up behind the guy and knife him. Next you will see a patrolling goon below you. Drop down and knife him. Next you have to climb up the steps where you killed the first guy here and attach the hook. --CHECKPOINT-Next shoot the guy up top and go around to the stairs. Kill the next guy and climb up the ladder. Go through with your EDSU goggles and avoid all laser mines. Wait until Trinidad gives you the passcode and use it. --CHECKPOINT-Next three guys will be off to your right so take them out. Use a scoped weapon and take out the guy ahead of you. After that go through the doors and a sniper will show up ahead of you. Buckle against the railing and head shoot him. Run across the crane and you will see a red object sticking out of the corner (Use your EDSU) remove it. --CHECKPOINT-Shoot the guys across the way and the head across the crane. --HIDDEN EVIDENCE-Go around to the right and shimmy across the pipe. Climb down the boxes and it's behind them. Next go down the walkway and kick open all the doors. This hallway has red smoke so equip the IR goggles and kill the three baddies here. Once you climb the ladder you'll have to AR armor guys and this is tough. Aim for the knees and shoot the pack. Be very quick and hide. --END OF LEVEL-7.6.4 --Episode 6, Part 4 'Leading the Blind'-This is it the final showdown. Get the flak jacket if you need to and turn around because a guy will jump behind you. Man the turret and you need to shoot the hydrolic canisters on the back of Bitar's cart. You also have to kill the snipers on the right side of you. After you destroy them you need to shoot the last canister on the side. After that unmount and buckle against the railing behind the turret. You will see a blue light in Bitar's cart. Shoot it and he will die. --END OF LEVEL-CONTRATULATIONS!! You beat Syphon Filter: Logan's Shadow! Play the game on Hard to unlock more bonus missions. 9.--MISSION MODE---Bonus Missions-9.1.2 --Bonus Mission Level 2 'Lian's First Time'-The first thing you need to do is eliminate the snipers on the roofs but in a certain order. First buckle against the right wall and shoot the guy on the right. After that buckle against the right wall and shoot the guy on the far left, the guy right to him, then the guy dead in the middle. --CHECKPOINT-Next you need to tell Lian when to snap the guards neck. You'll know when when the command shows up on screen. Do this and then tell her to hide the body. --CHECKPOINT-Next you need to kill the two guards on the roof without them knowing you're there. Wait until the are right behind each other and shoot one in the head then quickly shoot the next. --CHECKPOINT-Just listen to the conversation and wait until Lian kills the man. --CHECKPOINT-Just shoot the guards here no particular order and they can see you without failing the mission. --HIDDEN EVIDENCE-Quickly shoot the man talking down in the third window and you'll aquire it. Next you need to aim at the far upper left and guys will come out around that

area. Next there will be a few guys up top in the front, then follow to the farthest upper right roof top. --HIDDEN EVIDENCE-Once you will the guys on the far right side you'll get it. --END OF LEVEL-9.1.4 --Bonus Mission Level 4 'Behind the Scenes'-First off pick up the first 4 icons you see on the ground here and turn around once you get to the smoke. There will be a question mark up top so climb the ledges here to get it. --HIDDEN EVIDENCE-Once you pass the smoke turn right and it will be in the little enclave. Also, once you get to the area where you blow up the chasm climb up the box and all the way up the cliff. Turn around and go across the ledge and it's in the little cave. There is also one past the first set of barb wire. You'll see a box near a ledge on the left just climb up that and it's in the little alcove. Next you need to stay on that ledge and head up the stairs and around and the ? is there. Once you get to the bridge you need to climb down the right ledge and shimmy over and up. After this use the RTL and go left, climb up the boxes, and a hidden ? is in the cave. Drop down the side of the bridge and shimmy left. Drop down on the boxes and down the ladder and get the ?. After this climb back up and shimmy all the way right and use the RTL and head left. --HIDDEN EVIDENCE-Use the RTL to the right and turn right and it's there on the ground. After that there is another when you drop down and to the right. --END OF LEVEL---THANK YOU-Thank you for reading my FAQ and walkthrough and I hope it helped. Richie Baker All Rights Reserved

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